-
Posts
5,264 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Skye
-
Arakune is arguably less technical in this game. Also if you have any ideas and suggestions, please share them, even of they sounds our end up being a dumb idea, I encourage it to at least put it to the test. Also, welcome to the hive!
-
While the topic is still lingering, if like to chime in on the BBXrd conversation. I think that the graphical decision is purely an aesthetic fascination on Mori's end and has little to do with production costs our what not, simply because that BB sprites use 3d models as a base anyway.
-
Arakune got some slight buffs, but I'm happy about that, sucks that his super isn't technically instant anymore. And I don't know what they did to cloud. I'm okay with this.
-
Welcome to the hive. I hope our library of knowledge helps you out and I personally hope you lurk less and engage in some conversation. Traffic is loved here.
-
Delay 6d so that the back of Arakune's head makes contact. Bear in mind 6d > 2c is height specific and cannot be done in just any combo. You'll usually only take that route in the corner after a j.d and you can't step back to make 5d connect.
-
I don't think so, though the one thing worth looking out for is making sure d bug 1 and the bell bug hits around the same time. That's the only way I could think of stabilizing it.
-
Iirc release d bug > 5aaa > 41236a
-
Press buttons.
-
Sorry, most of us are impoverished gentlemen on the east side of the state in or very close to Wayne County, we'd all have to bunch together and count our gas money and I'm sure there's a venue fee, we usually hang out over one guy's house every Friday and a free bowling alley every Monday, they're close by and easy on the wallets. There is a Facebook group full of MI fgc people, you'll get better advertising there. btw I don't speak for everyone here, just gone be Skye. Also, hi!
-
BUFF Amane. BUFF Arakune (yeah I said it.).
-
It upsets me when you talk shit, play the match up wrong and still win, namely the shit-talking part of it. I want a Kokonoe player to look me in the eye and give me a good reason why Kokonoe should approach Arakune in neutral. Any reason at all.
-
Blazen! ~ BB:AM Abridged - Episode 04 (RELEASED)
Skye replied to Shadow Draygon's topic in Zepp Museum
Keep it up, guys, it's getting funnier. -
It's actually 8a/b in KR state, no stand alone input. I always use (236a => 4a => 8a) notations anyway.
-
I think the more pressing question to Loli Bacon is-and any Kokonoe player using this argument is; How much "matchup data or experience with the character" is enough to make a solid decision and who are you to decide? In fact, who or what group of people is even gonna make this kind of decision? Learn the MU is too ambiguous of an argument, who are you to say that people haven't or are still in the process of learning? What if they have learned the MU and the MU just isn't what you're preaching it is or could be? Once again, I'm neutral in the ban discussion, but I think she's OP and that she will not stop developing so other characters can play catch up, she will develop new bullshit just as other character COULD develop counter-measures to her current bullshit. She's ahead of the curb. And I said OP, not broken, some people like to associate broke characters will those the likes of ST Akuma, Ivan Ooze, Casey Jones (Genesis ver. TMNT:TF), characters who just don't follow the rules and do what they want. Over-powered as in she's way too good as it stands, she has everything every other good character has except a command throw (However Black Hole could technically count as one) with no drawbacks or exploitable weaknesses. Come on, if your front line argument is "her 2a combos do shit damage" then there's something wrong, she has great mix ups, safe pressure, god like neutral, can directly manipulate other characters' neutral, has unblockable set ups, good damage, good damage conversion, terrifying oki, good hitboxes, good chip damage, great meter gain and a teleport. These are facts. Facts that won't be altered by MU exp. Any argument that takes on assumptions is theory fighter and that cannot be a reliable argument. You could make any character sound not as good as they really are using those methods. In the real world, people get hit by instant overhead j.c in a blockstring or a reset, BH set ups are used, she kills slow characters who are forced to approach, her attacks can and has beat out other attacks easily. Every character has a problem fighting her to some degree that notably lets her stand out as that character. She needs to come down quite a few pegs, sure people will qq, but it's necessary. There doesn't even need to be that many changes, but changes are needed. imo This could be why ASW hasn't put her on arcade cabs yet, they're probably waiting til CP runs it's course and then CP2 or whatever comes about.
-
Fixed for lulz and truth.
-
I know, the big ones are the supers and Graviton meter details. Graviton activate is way too good to be so cheap on the gauge, the whole gauge system is in and of itself way too lenient. Every other gauge system has a cool down period, the main goal of that would be to force Kokonoe players to actually manage their Graviton gauge and pick their moments, right now, IMO there is too much freedom with it, like what's the point of a gauge even being there? Also super ball should not be a dp, I know I want two nerfs for it, but one or the other is fine, it really should just serve its obvious purpose of just setting up crazy oki with graviton. Also I meant no jc on uncharged 6a on block. It's fine on hit.
-
My scrub Kokonoe nerd wish list: Take away jc on uncharged 6a Graviton activate should cost like half the graviton gauge. Graviton gauge should deplete faster. Graviton gauge should have cool down if it depletes. Remove jump cancel on on block on 5b and 5c Remove aerial state on 5b. Remove full invul on black hole Remove invul on super ball. Remove guaranteed projectile on super ball. Think that's it.
-
Just a note, his teleport requires persona. I'm also keeping my mouth shut until more footage comes around.
-
I expected to find more P. Sho footage by now, wonder what's up and why isn't anyone playing him...
-
Motherfucker cursed a bitch midscreen into corner. That's hella good.
-
Post all Akihiko footage here, I'll sort em out as they come along.
-
I'm not entirely sure, it's too early to tell. On one hand his new (day 1) combos seems really direct and comboing into a move that silences is really neat, but I've noticed that his main ways to close distance have been made very unsafe, which could affect certain MUs. Kill Rush recovery puts him in FC state. Duck is slowed down beyond practicality (imo) and is ALSO in FC state (I saw Mitsuru punish Duck recovery with 5a and saw "fatal counter"). And Obviously his damage took a hit, I've only seen him reach 4k once, never saw him break 4k. I really can't tell what ASW wanted him to be, at first (in p4u) it seemed like he was supposed to be the agile boxer who uses his movement tools to close distances and open the opponent, but with the changes to KR and Duck, maybe they didn't want him to be that......? Needless to say I am confused with the direction they went with Akihiko. Despite all that, I understand that the game JUST came out and this is all early "tip of the iceberg" stuff. I'm hoping when the game and characters develop, Akihiko will show something of real merit other than fun combos and 2 second silence.
-
I have them all memorized (the important ones at least) Nerfs 5f jump start up j.c > j.d is gone Curse Bugs use curse meter 2b > 2a is gone j.b, 5b (on block), 5a > 6b (on block) and 5d jump cancel is gone 2c and 5c lost FC properties Buffs j.b > j.a added 5b > 2c added 2b > 5b added 5d > 3c added 2c is 5 hits, safer than previous iterations All curse moves add 1/3 curse meter 6d bell bug doesn't go off-screen in the corner Cloud types are fixed instead of random Curse time (without bug summons) is longer Indifferent Changes [*]Dive launches [*]j.d launches [*]6b FCs [*]Some teleports have different trajectories
-
I don't have a wide range of exp with her, but I can jot down what I've done so far, maybe some patterns or similarities will pop up that can be of actual use. I'll even use, Moy's template. Match Start The ones I've fought will start up a round with either air dash back > Graviton, 5c or 3c, I say jump forward and be on the look out, then act (or react) depending on what she does. If I see 5c or 3c, I'm gonna come down with a j.2c, I've gotten better results than j.b. 5c will recover in time for her to block it, but at least she's on the defensive. 3c will leave her open to a crouch confirm combo for a good 3k-ish + oki. Obviously, chase her down if she air dashes back. Neutral Full Screen I hate being fullscreen vs Kokonoe, personally, I'd avoid it at all costs, fullscreen is pretty much begging to get set up on with graviton, fireball, teleport for free approach and pressure. I've never done it, but I theory-craft that Touga Hiyoujin (632146c) can blow her up for trying anything, so theoretically you could stay fullscreen to lure her into a false sense of security when you have 50 meter, probably good for closing a round after she burst or in low health situations. Fullscreen also sucks because she can set her B pillar and just sit there, preventing any real approach, you can play it safe and trigger it without running in, but that leaves you at a disadvantage, because you're technically on the defensive, which gives Kokonoe room to do her own gimmicks. 3c can pull you into the pillar and that's a combo, she can air throw you while you're trying to move around, etc. I really don't recommend fullscreen distance. Long-Mid Range This is favorable imo. Jin has every tool to pose a threat at this range, provided a graviton isn't already out. If one is, you're going to be either chasing her while she runs/teleports/activates graviton/outspaces you because of lol graviton or avoiding her while she's doing the same. If one isn't out, then I think Jin actually has a small advantage here. Save for a few pokes, she has to be in your face to do anything, and I've been able to punish her should she set a graviton at this range. My main strategy is to simply play it safe, react before being proactive, because let's face it, her buttons are better than Jins. 2a/2b as previously mentioned can and will low profile 5b, and her 2a can hit Jin out of his 6b if the timing is advantageous for her. So I play it safe, I really try to approach from the air if I think she's going to attack on the ground, I feel Jin has enough options in the air to manage her pressure better while not getting 6a'd for free. If I feel a 6a coming, I'll either air Hishouken, spaced j.c or just respect it outright with a falling barrier block. I'll only hishouken if I think she's going to run up and 6a, she'll get punished for it. I'll j.c if I'm on the offensive and think she won't run up, but do a stationary 6a, because the player thinks I'm jumping in. The j.c will whiff and Jin will recover sooner than Kokonoe will. I'll barrier block if I'm not sure. Kokonoe also likes to j.2c at this range. I'll either Fubuki it if it's spaced badly, or I'll jump back j.c, the latter is much much more reliable. Point Blank Point Blank I play similar to Mid-range, but with less running around, so However I do keep an eye out for her teleport. If you yomi it, free 5c CH punish. Tick throws are also good, in addition to the classic throw bait 6b CH. If Kokonoe tries to j.2c here, I'll air throw her. Offense and Defense Your Offense vs Her Defense Fun, but frustrating. Jin always has good pressure, so once I'm actually on the offensive, I'm fine. I do the usual Jin pressure+staggers, just look out for those teleports and those amazing normals of hers. Also if she has a graviton out, I try to be creative, I try to go for a tick throw (which is really difficult) or just try super hard to stay in her face. There isn't much I feel like I can do here if a graviton is already out. Her Offense vs Your Defense I try to avoid this at all costs, but it isn't too bad, much like the vise versa, it all depends if graviton is out or not. If it isn't it's not too bad, her strings don't last forever--even if they feel like they do. I feel like once you figure out her gatling table, it's simple, her only lows are 2a, 2b and 3c, and she can't reverse gatling from 3c. If you IB 5c, you can dp out. The only hook is to look out for 6b, which she can throw in anywhere in her string before 3c (Thanks ASW), but as long as I keep track of where she throws in her lows, I don't have too big a problem looking out it. If she tries to cancel into graviton anywhere, she is unsafe. Of course this is without graviton out. With it activated there's one more problem, since most of her normals are jc-able on block she has Instant Overhead j.c > activate graviton. It's a matter of yomi + knowing her Jump cancels, oftentimes it's obvious since 3c would whiff point blank, it's just a matter of when she does it, since every standing normal except for 6b goes is jc-able on block. It may not come to much consolation, but since graviton activation is a combo staple with smp and she's forced to use it early in the combo, she won't get too much damage off of this without meter. Gimmicks and Miscellaneous Info Gimmicks 236236x is her reversal, she's barely in CH state, there's virtually 0 recovery, and the fireball is guaranteed to come out, punishing this move, should you even choose to, counts as a gimmick. Anything into d ice car should steer you away from the fireball coming down (midscreen), you also have throw bait 6b, throw, jump around her, whatever you choose to do, make damn sure you; a - decide quick b - do something that prevents Kokonoe from setting a Graviton down freely, this super fireball becomes a nightmare if you let her set a graviton, otherwise it will fall to the ground and disappear. If she's in the corner, I can't think of a viable answer. Misc. Info nerf pls Frame Advantage, Disadvantage, and Punishes Frame Advantage Most of her attacks are safe due to having gatlings up the butt or free jump cancels, I wouldn't rely to much on punishing her on block, so I aim to make her whiff things. Frame Disadvantage IB 5c and you can dp, it's jc-able though soooo......... Punishes Most things on whiff. j.2c/5b Mid/close-range graviton set. (air) Fubuki/airthrow/j.c (ground) 5b/5c/2d/ice car Mid/close-range fireball. (air) Fubuki/airthrow/j.c (ground) 5b/5c/2d/ice car Teleport recovery. 5c CH > 6c/5b (1) CH > 6c Fireball Super (if timed perfectly) () Summary In my experience, this MU is an uphill battle until you knock her down, then you have to make some bold decisions and commit to most of them, which doesn't seem too bad until you realize that Kokonoe can run your shit down for free if you give her an inch of air and has to commit to nothing ever. Factor in the clear difference in damage output, mix-up options, oki and her unblockable and I'm feeling a solid 6-4 in Kokonoe's favor, which imo is "it sucks, but you have options given the right circumstances". Compare to 7-3 "Almost total helplessness" and 5-5 "Just be better than your opponent" She's one of those characters who sit with Azrael and Valkenhayn where (tl:dr ver. -->) if you don't have good neutral, this character will eat you alive.
-
Can't wait for that Akihiko info to get translated!